Racial Traits

+2 to choice of Strength, Dexterity, or Constitution, +2 Intelligence, -2 Charisma: Because Cogborn of the 1st and 2nd generation were purpose built to specific physical tasks, there is a large amount of physical diversity. 3rd generation Cogborn are patterned after their creators, continuing this diversity. All Cogborn are possessed of great intellectual potential, but their lack of experience with emotions and socialization cause them to be awkward in social interactions.

Medium: Cogborn are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Cogborn have a base speed of 30 feet.

Living Construct Subtype: Creatures with the Living Construct subtype gain the following immunities: non-magical disease, non-magical poison, sleep effects, the nauseated condition, and the sickened condition. Living Constructs are not required to sleep, eat, or breath but are still able to benefit from consumable spells such as potions. Although they do not require food, most Living Constructs do require periodic refueling. Cogborn in particular require either an Æther infusion once a month (a process that requires the Cogborn to go dormant for 10 minutes while an assistant makes a Craft: Mechanical check DC10 to perform the infusion) or 5 pounds of charcoal per day to catalyze the Æther already in their system. Though they do not need sleep, Cogborn spellcasters still require the mandatory rest period to regain spells/spell points.

Repairing Damage: Cogborn are inorganic and do not heal normally or via healing spells. Instead, a Cogborn must be repaired using the Craft: Mechanical or Craft: Clockwork skill. To perform these repairs, make a craft roll against a DC 15. For every point of success, heal 1 HP. This process takes 5 minutes per HP below maximum attempting to be repaired. The Mending spell will heal a Cogborn for 1d4.

Death and Dying: At 0 HP, a Cogborn is disabled as per a living creature. He can only take a single standard action or move action per round, however strenuous activity poses no threat of further injury. When a Cogborn’s HP falls below 0 but remains above -10, he goes dormant. During this dormancy, he is unconscious, helpless, and cannot perform any action. A Cogborn is always considered stable and does not lose any additional hit points unless more damage is dealt while he is dormant. No Cogborn can take the Diehard feat or benefit from any similar effect or ability.

Hardened Body: A Cogborn’s body is manufactured from a metal frame & gears, covered by an articulated shell of softer metals such as brass. While not specifically armour, this metal shell does provide some protection in the form of a +2 Natural armour bonus. A Cogborn may replace this armour with a suit of armour by replacing his entire shell using the Shell Replacement racial ability.

Slam Attack: The Cogborn’s metal body allows for a natural slam attack that does 1d4+Str Mod damage. This attack gains +1 damage every 4 character levels.

Shell Replacement: A Cogborn may replace key elements of his outer shell with plates from a mundane or magical suit of armour. This takes 8 hours of work as the Cogborn removes pieces of his shell and modifies the attachment points of the armour to replace them. Once the armour is in place, it acts as a Natural armour bonus equal to it’s normal bonus and imparts all magical effects (if any). The Cogborn suffers all the armour’s normal penalties as well, including arcane spell failure, armour check penalty, and slower movement. The Cogborn is still considered as wearing armour of the type attached, and it still occupies the Body slot for magical items. Once attached in this fashion, the armour cannot be removed unless the Cogborn wishes it to be, and once removed the armour gains the Broken condition until it can be taken to an armourer to have the straps and arming points replaced. If the attached armour is crafted from a special metal, such as adamantine, then the Cogborn’s slam attack gains the benefits and drawbacks of that metal type. If the attached armour is metal, the Cogborn becomes vulnerable to attacks and spells that target metal arms, armour, objects, and equipment. The Cogborn takes damage from heat or chill metal as though wearing metal armour. This also makes the Cogborn susceptible to Rusting Grasp, taking 2d6 points of damage (Reflex save vs DC14 + Caster’s ability mod for half) and taking the same damage from a rust monster’s touch (Reflex save vs DC17 for half.) Use of a Shell Replacement does not grant proficiency with the attached armour, and all penalties for lack of proficiency apply as normal.

Languages: Cogborn begin play speaking Common and Construct, a language composed of precise whirs & clicks produced by their internal mechanisms. Other races can learn to understand Construct, but obviously lack the faculties to speak it. Cogborn with high intelligence scores can choose any languages they want (except secret languages).

Fluff here later… tired now… must sleeeeeeep.


After An Age of Decline ClockworkDragonfly